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Little try with sunflow rendering.
import noc.*;
import hipstersinc.sunflow.*;
import hipstersinc.sunflow.shader.*;
import hipstersinc.*;
void setup() {
size(800, 600, "hipstersinc.P5Sunflow");
noStroke();
}
void draw() {
setupCamera();
setupScene();
background(255);
translate(width/2, height/2, 0);
rotateX(QUARTER_PI);
rotateZ(QUARTER_PI);
fill(255);
Vector3D pos = new Vector3D(0,0,0);
Vector3D rot = new Vector3D(0,0,0);
float scl = 25.5;
float boxSize = 560;
// translate(boxSize, boxSize);
for(int i=0; i<300; i++) {
pushMatrix();
translate(pos.x,pos.y,pos.z);
rotateX(rot.x);
rotateY(rot.y);
rotateZ(rot.z);
scale(random(.1),random(.4),random(.1));
box(boxSize);
Vector3D add = new Vector3D(random(-1,1),random(-1,1),random(-1,1));
add.mult(scl);
pos.add(add);
add = new Vector3D(random(-1,1),random(-1,1),random(-1,1));
add.mult(.2);
rot.add(add);
popMatrix();
}
saveFrame("output-####.png");
//noLoop();
//redraw();
}
void mousePressed(){
redraw();
}
void setupCamera() {
P5Sunflow sunflow = (P5Sunflow) g;
sunflow.camera.setType(SunflowCamera.PINHOLE);
//sunflow.camera.setType(SunflowCamera.SPHERICAL);
//sunflow.camera.setType(SunflowCamera.FISHEYE);
/*sunflow.camera.setType(SunflowCamera.THINLENS);
sunflow.camera.setFocalDistance(450);
sunflow.camera.setLensRadius(12f);
sunflow.scene.setAaSamples(12);*/
}
void setupScene() {
P5Sunflow sunflow = (P5Sunflow) g;
/* sunflow.scene.setAaMin(0);
sunflow.scene.setAaMax(0);
sunflow.scene.setAaSamples(0);
sunflow.scene.setFilter(null);*/
sunflow.scene.setGlobalIllumination(false);
}
Built with Processing.
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Built with processing!
After reading the last post of Marius Watz, I could not rersist to try Mesh library!